-
Posts
650 -
Joined
-
Last visited
Everything posted by MattAttack
-
Not getting any email notifications anymore on cncnet forums
MattAttack replied to Kilkakon's topic in CnCNet Discussion
yeah I haven't gotten anything since April 11th or so -
lol. Dildomaster? UK? Apache rush? why do I have a feeling I already know who this is.....
-
I don't think there has been since all the new cncnet5 maps can be named whatever you want.
-
Excellent job, really good commentary!
-
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
MattAttack replied to Darkstar387's topic in C&C Singleplayer Maps
I should do a whole thing on how "discovered" works. Rule #1, you can't discover your own stuff unfortunately. I actually like that stealths don't activate cell triggers... kind of gives them a unique quality to exploit -
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
MattAttack replied to Darkstar387's topic in C&C Singleplayer Maps
Yeah built it, cell triggers and even putting "destroyed" on some enemy units is a good way to go on "delayed base" missions. I particularly like built it because it directly responds to the player's style. An aggressively expanding player will be attacked aggressively, but build too slow and you wont be ready for the enemy's timed or autocreated attacks. Here's something I posted a while ago regarding "stacking" built it triggers: https://forums.cncnet.org/index.php?topic=1968.msg30298#msg30298 Also, since stealths can't activate cell triggers while cloaked, "discovered" is a really good substitute. I use "discovered" for all kinds of things never utilized in the game. -
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
MattAttack replied to Darkstar387's topic in C&C Singleplayer Maps
I avoid river crossings as much as possible-- in fact I'm struggling to think of when I've even used them-- just for the complications they cause. Too bad, because I really like the teamtypes you put together. Yeah that's the real bummer about autocreate not being frequent enough. It's a great supplement, but I definitely rely more on time or built-it triggers for the meat of the attacks. Keep in mind though, that these missions are no more buggy than the original campaigns and I still thoroughly enjoyed them. Don't change too much! -
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
MattAttack replied to Darkstar387's topic in C&C Singleplayer Maps
Finally got around to playing some missions. So far, they all seem well thought out and the maps are detailed and interesting. They aren't without a few minor flaws, but overall they have good solid concepts behind them. SCB200EA - NES: Phantom Strike The first half of the mission involves some stealth tanks clearing the way for your MCV. I really like this part as it depends on the player utilizing the benefits of the stealths and deploying them wisely to advance. I've come to really appreciate missions that revolve around 1 unit and using its strengths to the fullest. Once the base was established, I do seem to remember thinking the AI should attack more frequently, but the teams were good combinations of units and came from multiple angles. 1 or 2 teams of infantry got stuck on the map, but other than that, no issues to report SCG108EA - NES: Trail of Tears Build a base and destroy the enemy. This map was cool because the placement of the tiberium forced me to expand my base and evolve outwards. I also appreciate the relatively low tech level adding another dimension of challenge-- it doesn't all have to be ions and commandos.. lol Some teams did seem to "stall" in the middle of their orders-- particularly around river crossings. I saw no indication of this being on purpose in the .ini file but the flaw almost worked in making the mission tougher as the teams seemed to stop right where my harvesters needed to get through to get to the distant tiberium. I'm going back to try to beat "Heartbreak Ridge" next, but off the bat, I'd just criticize on that one that there aren't enough spaces in the border of all of the reinforcing hovercraft to come through. If you let your initial units stay where they land on the beach, the player MCV will never arrive. And last time I tried this one, there didn't seem to be enough tiberium on the map to finish, but that's why I'm going to give it a go again to see if this is the case. Either way, it was impressive what narrow gaps you got the AI to traverse through. So overall, great job!! now everybody download, play and comment!! -
lol, I saw "commando" and "predator," might I suggest either "running man" or better yet-- "kindergarten cop?"
-
Yeah 9 out of 10 times it happens with the airstrip, and it's unlikely GDI has that many air units and besides, that would just crash the game if a c-17 was reinforced. hmmm. strange, I'll have to revisit that campaign and see...... Were you able to build any units?
-
which missions? Nod, GDI, or both? Is it possible you built 300 units and reached the limit?
-
Heh, the difference is quite imperceptible, IMO. It's just a slight graphical imperfection I know I'd probably have never noticed had Nyer not mentioned something about it. I think it's worthy of inclusion in Nyer's version of C&C, although obviously that's up to him and I know he hates it. Hotkeys would be super cool, too!
-
Unfortunately the multiplayer version is all jacked up as far as playing single player missions is concerned. Last time I tried it, the game wouldn't even acknowledge custom .mix files
-
Well, the thing is that if you reach the maximum of 30, Orcas, A-10s, and chinooks simply won't be generated/enter the map. However, C-17s apparently will spawn NO MATTER WHAT-- even if it goes over the 30 unit limit and crashes the game. Even building helipads once the limit has been reached will result in an empty helipad and building an orca wont work; the build icon will remain greyed out once construction is complete.
-
Yep, I believe that's the error message for aircraft overload. There are a maximum of 30 aircraft allowed on the map. If you have 30 orcas or reinforce 30 Chinooks (even when they unload and depart, they never really leave the map) then say, a nod cargo plane enters the map, that's the exact error message it gives
-
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
MattAttack replied to Darkstar387's topic in C&C Singleplayer Maps
Although I think there was a jungle theater in the works for TD, I'm pretty sure those were for RA. -
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
MattAttack replied to Darkstar387's topic in C&C Singleplayer Maps
super fuckin awesome!! Missions for days!! Looks promising, and if the previous endeavors are any indication, we're all in for one hell of a ride! -
funny, I could've swore it was naturally buildable on build level 98
-
yeah, there aren't a whole lot of variety in the tiles, really. As far as hex-editing, have you seen this?: http://youtu.be/hU1cj4R9XzQ
-
[C&C1] Setting up XCC Editor (for making maps)
MattAttack replied to Nyerguds's topic in Mapping Tutorials
Lol, I hate ccwmap, but I'm starting to agree with that solution. One last thing to try is to change the directory in xcc-mixer. Here's a picture to describe (naturally, change the TD directory to whatever YOUR directory is) Hmmmm "data" may also be where your .mix files are supposed to be. -
SSM's? Naw.... just AF and Obelisk I believe are the prerequisites. But if you mean the not being able to build bug, negative on that, too. It doesn't have to be both AF and WF.
-
Template= The landscape. Cliffs, rivers, shores, assorted rocks, etc. Overlay=Tiberium, sandbags/walls, crates. Terrain=Trees in temperate and rocks you can hide behind in desert. As far as seeing more tiles, you should be able to right click on the list of tiles to see more options. i.e. shores, roads, etc.
-
I've noticed this bug happens more often with the Airstrip but I have seen it happen to the WF as well on occasion. IIRC I think it may have even happened to my rax/HoN once.
-
[C&C1] Setting up XCC Editor (for making maps)
MattAttack replied to Nyerguds's topic in Mapping Tutorials
I think you might need snow.mix (from Nyer's version of c&c) and General.mix in that directory as well -
[C&C1] Setting up XCC Editor (for making maps)
MattAttack replied to Nyerguds's topic in Mapping Tutorials
I think I got a similar message before. Although I believe you can set the directory where they're located in ccmixer, I just put the general.mix, conquer.mix, temperate.mix, desert.mix, winter.mix and snow.mix directly in the XCC program folder.